Software Architectures for Agents and Mobile Robots Hans-Dieter Burkhard Humboldt University Berlin...

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Software Architectures for Agents and Mobile Robots

Hans-Dieter BurkhardHumboldt University BerlinInstitute of Informatics

www.ki.informatik.hu-berlin.de

H.D.Burkhard, HU Berlin MOCA 2002

Software Architectures for Agents and Mobile Robots 2

Topics of the talkSoftware Architectures

for Agents and Mobile Robots

• AI at Humboldt University

• Agents & Robots

• Architectures

• Mental states

• Control, Planning

• Double Pass Architecture

H.D.Burkhard, HU Berlin MOCA 2002

Software Architectures for Agents and Mobile Robots 3

Artificial Intelligence at Humboldt University

Understanding emerges by doing.

Applied to the study of mental processes, this means modeling of intelligent behavior by machines.

Artificial Intelligence has two aspects: First modeling with the goal of better understanding, and second engineering of useful machines.

Understanding emerges by doing.

Applied to the study of mental processes, this means modeling of intelligent behavior by machines.

Artificial Intelligence has two aspects: First modeling with the goal of better understanding, and second engineering of useful machines.

H.D.Burkhard, HU Berlin MOCA 2002

Software Architectures for Agents and Mobile Robots 4

Artificial Intelligence at Humboldt University

Case Based Reasoning

Knowledge Management

Agent Oriented Techniques

Distributed AI

Socionics

Applications in Medicine

Intelligent Robotics

www.ki.informatik.hu-berlin.deEnglish version

English version

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Example: Online Travel Agency Example: Online Travel Agency •

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“Stimulus-Response”

Travel Agent: How does it work

Customer: Agent:

Specify wish(fill in form)

Prepare answer(select and present best matching offers)

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“Stimulus-Response” Agent needs:• Knowledge about

– offers (data base)– similarity (acceptable alternative offers)

• Capabilities to– Update offers– Interaction with customer– Search of best matching offers

( Case Retrieval Nets)

Travel Agent: How does it work

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Travel Agent: How does it work

CRN = CASE RETRIEVAL NETCRN = CASE RETRIEVAL NET

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Advisory agent

Travel Agent: How could it work

Customer Agent

I would like to go for holidays.

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Advisory agent

Travel Agent: How could it work

Customer Agent

I would like to go for holidays.

Fine.

Do you like swimming?

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Advisory agent

Travel Agent: How could it work

Customer Agent

Yes, I like to be with my friend on a white strand, no other tourists.And I enjoy sports.

Fine.

Do you like swimming?

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Advisory agent

Travel Agent: How could it work

Customer Agent

Yes, I like to be with my friend on a white strand, no other tourists.And I enjoy sports.

Wonderful.

And in the evening?

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Advisory agent

Travel Agent: How could it work

Customer Agent

Good entertainment, exclusive bars, etc.

Wonderful.

And in the evening?

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Advisory agent

Travel Agent: How could it work

Customer Agent

Good entertainment, exclusive bars, etc.

Sounds fantastic, is this like what you want?

(presents an offer)

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Advisory agent

Travel Agent: How could it work

Customer Agent

Looks fantastic.But it is far behind of my financial limits, may be less exclusive.

Sounds fantastic, is this like what you want?

(presents an offer)

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Advisory agent

Travel Agent: How could it work

Customer Agent

Looks fantastic.But it is far behind of my financial limits, may be less exclusive.

So, let´s see. What´s aboutthat?

(presents another offer)

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Advisory Agent needs:• Needs of “Stimulus Response” Agent (offers, capabilities, ...) as before

Travel Agent: How could it work

Dialog

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Advisory Agent needs:

• “Dynamic” knowledge about dialog with customer

– History of dialog

– (Hypothetical) Model of current customer • Wishes, intentions• Capabilities• Beliefs

– (Flexible) Plan for • Discovering customer´s wishes, intentions, ...• Selling most valuable products

Travel Agent: How could it work

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Agent Oriented Techniques

• Information agents • Autonomous systems• Cooperative systems

• Socionics: humans + autonomous machines– Cooperation – Sociological requirements– Organizational aspects

“Agents work autonomously on behalf of their users.”

Autonomy: Following „own“ rules (example: chess program)

• Autonomy w.r.t. somebody• Complexity of decisions

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Control of Autonomous Mobile RobotsProblem: Dynamically changing environments

“Autonomous agents in real environments”

Problems: Localization, Movements, Control

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Classical distinction of agents (robots)• Reactive:

– Simple stimulus response behavior– No planning– No persistent states

• Deliberative– Complicated deliberation– Planning– Persistent states

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Sense-Think-Act-Cycle, Persistency

Environment

senseexecute

thinkAgent

Persistentstates

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Reactive Systems

• Obstacle avoidance by keeping distance

• Chess program ( ? - not “simple”)

select

senseexecute

thinkAgent

A: xxxB: yyyC: zzz

Sensor-Actor-Coupling

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Deliberative SystemsWith 3 persistent states for worldmodel, goals, plans

updateexecute

selectAgent

worldmodel

goalmeans-ends

plan

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Travel agent

Customer

Good entertainment, exclusive bars, etc.

input

Agent

Worldmodel:Discriminating customer

update

select Goal:Sell pricey

means-ends Plan:Show attractive offers etc.

executeoutput

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Unfolding the cycle

Worldmodel Worldmodel

Goal

Plan

update

execute

means-ends

select

Goal

Plan

update

execute

means-ends

select

Worldmodel

Goal

Plan

update

execute

means-ends

select

updateexecute

selectAgent

worldmodel

goalmeans-ends

plan

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Synchronization Problem

update

Simple Synchronization

selectmeans-ends

update

Problems for• dynamical environments• complex processes

select

means-ends Conflict

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Question

ROBOT = AGENT INSIDE A BODY ?

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Simple architectures for physical agents

Stimulus-Response– Immediate reactions to inputs from the real world.– „The best model of the world is the world itself.“

Braitenberg

Vehicle

No need for acomplex agent inside the robot

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Soccer Playing Robots By the year 2050,

develop a team of fully autonomous humanoid robots that can win against the human world soccer champion team.

ENIAC1946

Deep Blue1997

Test field for Goal driven research

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Annual World Championships and Conferences

SimulationSimulation

RescueRescue

Sony leggedSony legged

Middle sizeMiddle size

Small sizeSmall size

HumanoidHumanoid

www.robocup.org

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Simple Stimulus-Response BehaviorRun to the ball

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Simple Stimulus-Response BehaviorRun to the ball

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Simple Stimulus-Response BehaviorRun to the ball

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Simple Stimulus-Response BehaviorRun to the ball

LOOP worldmodel := perceive (input); commitment := deliberate (worldmodel); output := execute(commitment);

select

senseexecute

thinkAgent

A: xxxB: yyyC: zzz

Sensor-Actor-Coupling

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Why are they acting: Triggering events

• Stimulus-Response– recent events in the environment

• Goal-directed– recent events in the environment – internal goals

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Goal-directed BehaviorImprovement:

Anticipate future situations: Goal

x

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Goal-directed BehaviorImprovement:

Anticipate future situations: Goal

x

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Goal-directed BehaviorImprovement:

Anticipate future situations: Goal

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Mental States• Concerning past:

Worldmodel

• Concerning future:

Commitment (goal, intention, plan, ...)

Mental states are persistent states:

Keep information for more than one cycle

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Stimulus-Response with WorldmodelSimulate unobservable events: worldmodel

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Stimulus-Response with WorldmodelSimulate unobservable events: worldmodel

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Stimulus-Response with WorldmodelSimulate unobservable events: worldmodel

LOOP worldmodel_new := update (input, worldmodel_old); commitment := deliberate (worldmodel); output := execute(commitment);

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Worldmodel• persistent state concerning the past:

Worldmodel (Belief)

worldmodel_new := update (input, worldmodel_old);

Preprocessing of input from sensory signals

+ =

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Plan for CooperationCooperation using joint intention (double pass) Remark: Simulation of recent situation (world model )

needs knowledge about teammate´s intention

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Plan for CooperationCooperation using joint intention (double pass) Remark: Simulation of recent situation (world model )

needs knowledge about teammate´s intention

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Plan for CooperationCooperation using joint intention (double pass) Remark: Simulation of recent situation (world model )

needs knowledge about teammate´s intention

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Plan for CooperationCooperation using joint intention (double pass) Remark: Simulation of recent situation (world model )

needs knowledge about teammate´s intention

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Plan for CooperationCooperation using joint intention (double pass) Remark: Simulation of recent situation (world model )

needs knowledge about teammate´s intention

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Plan for CooperationCooperation using joint intention (double pass) Remark: Simulation of recent situation (world model )

needs knowledge about teammate´s intention

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Commitments: Goal-Directed Architecture

Difference to Stimulus Response: • Persistent state concerning the future (commitment: goal, plan ...)

LOOP worldmodel_new := update (input, worldmodel_old); commitment_new := deliberate (worldmodel_new,commitment_old); output := execute (commitment_new);

Commitment_old new alternatives Commitment_new

+ =

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AT Humboldt 98 (Simulation league)

• worldmodel• intentions• plans

utilities

Player

worldmodel

deliberation

skills

options

kick

intercept dribblepass

Pass to teammateKick to goal

Dribble Go to position

Intercept. . .

kick

interceptdribblepass

options

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UtilityTime to reach the ball

(simulation of future)

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Fastest player

to reach the ball

(simulation

of future)

Utility

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UtilityAppropriate kick direction

(simulation of future)

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Problems: Time Trade-Off• Fast decision

– newest data– rough criteria

• Complex deliberation– detailed analysis, long term plans– synchronization problem

updateexecute

selectAgent

worldmodel

goalmeans-ends

plan

update

select

means-ends conflict

think

select

senseexecute

thinkAgent

A: xxxB: yyyC: zzz

Sensor-Actor-Coupling

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Problems: Time Trade-Off– Fast decision

vs.– Complex deliberation

Architectures with different levels (layers)

Need for balance between –low level (Stimulus-Response)–high level (Goal-directed)

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Software Architectures for Agents and Mobile Robots 58

Option HierarchyPlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1 ...

Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick. . .

Reposition

... ...

... ...

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Choice-Option (“OR-Branching”)

State (Place)

Current State (marked Place)

conditionTransition with condition

finished orcanceled

finished orcanceled

Offensive

Score DoublePass/2DoublePass/1

...

MaxUtility MaxUtilityMaxUtility...

ball out ofkickrange

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Software Architectures for Agents and Mobile Robots 60

Sequence-Option (“AND-Branching”)

Pass finished

Teammate free

Dribble Pass InterceptRun

Teammate finished Pass

Reposition

Teammate passes

State (Place)

Current State (marked Place)

conditionTransition with condition

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Software Architectures for Agents and Mobile Robots 61

Extension for “unexpected” situation

finished orcanceled

finished orcanceled

Offensive

Score DoublePass/2DoublePass/1

...

MaxUtility MaxUtilityMaxUtility...

ball out ofkickrange

ball control& goal free

Additional transitions (with simple conditions)

problem withteam mate

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Software Architectures for Agents and Mobile Robots 62

Problems: Stability Trade-Off

• Stabile behavior+ achieve goals + reliability in cooperation fanatism

• Adaptation to new situation+ flexibility oscillation re-planning

+ =commitment_old new alternatives commitment_new

?

?

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Oscillation (Noisy Sensory Data)

+ =

?

?

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Adaptation (Changing Plan)

+ =

?

?

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Adaptation (Changing Plan)

+ =

?

?

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Adaptation (Changing Plan)

+ =

?

?

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Adaptation (Changing Plan)

+ =

?

?

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Adaptation (Changing Plan)

+ =

?

?

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Software Architectures for Agents and Mobile Robots 69

Problems: Stability Trade-Off• Stabile behavior

vs.• Adaptation to new situation

– persistent state concerning future– bias for old behavior (preventing from oscillation)

Need for balanced re-deliberation

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Software Architectures for Agents and Mobile Robots 70

Problems: Context ProblemPlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1 ...

Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick. . .

Reposition

... ...

... ...

Example:

(Opponent behaves in unexpected way)• Active Behavior: inside Dribbling• Invalid Condition for: Double Pass

Need for re-consideration on all levels Problem for stack oriented runtime systems

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Software Architectures for Agents and Mobile Robots 71

Stack oriented architectures• Classical architectures are stack oriented

– Only the procedure on top of stack is active

i.e., only low level behavior

– Higher level behavior can become active only when

lower levels are finished/interrupted

Intentions may change on any level- caused by external events

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Software Architectures for Agents and Mobile Robots 72

Travel agent•

Customer Agent

Looks fantastic.But it is far behind of my financial limits, may be less exclusive.

Intentions may change on any level- caused by external events

Ooops – no chance to sell pricey ...

Worldmodel:No Discriminating customer

Goal:Sell pricey

Plan:Show attractive offers etc.

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Software Architectures for Agents and Mobile Robots 73

Problems: Least Commitment• Start: Partial Plan• Later: Exact Parameters ?

Needs consideration on all levels

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Software Architectures for Agents and Mobile Robots 74

Double Pass Architecture• Predefined Option Hierarchy

• Choosen Part of it: Intention subtree(choosen by Deliberator)

• Active Part of it: Activity path

(updated by Executor)

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Software Architectures for Agents and Mobile Robots 58

Option HierarchyPlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1DoublePass/2DoublePass/1 ...Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick. . .

Reposition

... ...

... ...

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Software Architectures for Agents and Mobile Robots 75

Intention Subtree (chosen by Deliberator)

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1DoublePass/2DoublePass/1 ...Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

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Software Architectures for Agents and Mobile Robots 76

Activity Path: Active Options

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1DoublePass/2DoublePass/1 ...Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

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Software Architectures for Agents and Mobile Robots 75

Intention Subtree (chosen by Deliberator)

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1

...Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

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Software Architectures for Agents and Mobile Robots 76

Activity Path: Active Options

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1 ...

Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

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Software Architectures for Agents and Mobile Robots 77

“Doubled One-Pass-Architecture”– Deliberator-Pass (“goal-oriented”)

builds Intention Subtree

one deliberator pass may work over several cycles

– Executor-Pass (“stimulus-response”)

traverses and adjusts Activity Path

limited search space by Intention subtree

one executor pass per cycle

• Differences to “classical” programming– Control flow by deliberation (“agent oriented”)– Double Pass Runtime Organization (not by stacks)

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Software Architectures for Agents and Mobile Robots 78

Deliberator: Constructs Intention Subtree

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1

...Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

Construction may need longer time

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Software Architectures for Agents and Mobile Robots 79

Executor-Pass through all levels

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1 ...

Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

in each cycle through all levels

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Software Architectures for Agents and Mobile Robots 80

Executor-Pass through all levels

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1 ...

Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

in each cycle through all levels

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Software Architectures for Agents and Mobile Robots 81

Executor-Pass through all levels

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1 ...

Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

in each cycle through all levels

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Software Architectures for Agents and Mobile Robots 82

Executor-Pass through all levels

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1 ...

Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

in each cycle through all levels

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Software Architectures for Agents and Mobile Robots 83

Executor-Pass through all levels

PlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1

DoublePass/2

DoublePass/1 ...

Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick . . .

Reposition

... ...

... ...

in each cycle through all levels

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Software Architectures for Agents and Mobile Robots 84

Double Pass Architecture• Predefined Option Hierarchy• Deliberator

– long term deliberation (not time critical)– commitment for intentions: intention subtree

• Executor – short term reconsideration (time critical)– performs intentions on the activity path

Both working top-down from root to leaves

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Software Architectures for Agents and Mobile Robots 58

Option HierarchyPlaySoccer

Offensive Defensive . . .

Score OffsideTrapAttackChangeWings/1DoublePass/2DoublePass/1 ...Dribble

Pass

Intercept

Run

... ...

... ...

... ...

... ...

. . .

...

. . .

...

. . .

...

Kick. . .

Reposition

... ...

... ...

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Software Architectures for Agents and Mobile Robots 85

Synchronization (parallel work)

Sensors

Perception

Activity path

Actions

Sensors

Perception

Deliberation

Plan

Deliberator

Executor

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Software Architectures for Agents and Mobile Robots 86

Synchronization (sequential work)

Sensors

Perception

Deliberation

Plan

Deliberator

Sensors

Perception

Activity path

Actions

Executor

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Software Architectures for Agents and Mobile Robots 87

Double Pass Architecture: Objectives

• Balance between low level/high level

- Time Trade-off• Balanced Re-deliberation

- Stability Trade-Off• Re-consideration on all levels

- Context Problem

- Least Commitment Problem

Long Term Research Goal:Learning of complex behavior (Case Based Reasoning)

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Software Architectures for Agents and Mobile Robots 88

In Progress

• Double Pass Architecture– Formal specification– Implementation

• Skills & Behaviors

THANK YOU ! THANK YOU !